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Equipments


Name Rarity Type Is Magic Cost (Recommended cost) Description
Spellguard Shield Very Rare Armor Yes 50 000 Gold (50 000 Gold)
Spellguard Shield
Very Rare
Armor
Yes
50 000 Gold
50 000 Gold
0 lbs

Armor (shield), very rare (requires attunement)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Sphere of Annihilation Legendary Wondrous Items Yes 100 000 Gold (15 000 Gold)
Sphere of Annihilation
Legendary
Wondrous Items
Yes
100 000 Gold
15 000 Gold
0 lbs

Wondrous item, legendary

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.

The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.

The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.

If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.

| d100 | Result |

|---|---|

| 01-50 | The sphere is destroyed. |

| 51-85 | The sphere moves through the portal or into the extradimensional space. |

| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |

Spike, iron Common Adventuring Gear No 1 Silver (1 Silver)
Spike, iron
Common
Adventuring Gear
No
1 Silver
1 Silver
50 lbs

Splint Armor Common Armor (Heavy) No 200 Gold (200 Gold)
Splint Armor
Common
Armor (Heavy)
No
200 Gold
200 Gold
600 lbs

Sprig of mistletoe Common Adventuring Gear No 1 Gold (1 Gold)
Sprig of mistletoe
Common
Adventuring Gear
No
1 Gold
1 Gold
0 lbs

A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Spyglass Common Adventuring Gear No 1 000 Gold (1 000 Gold)
Spyglass
Common
Adventuring Gear
No
1 000 Gold
1 000 Gold
10 lbs

Objects viewed through a spyglass are magnified to twice their size.

Stabling (1 day) Common Vehicle (Tack, Harness, and Drawn Vehicles) No 5 Silver (5 Silver)
Stabling (1 day)
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
5 Silver
5 Silver
0 lbs

Staff Common Adventuring Gear No 5 Gold (5 Gold)
Staff
Common
Adventuring Gear
No
5 Gold
5 Gold
40 lbs

An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Staff of Charming Rare Staff Yes 5 000 Gold (12 000 Gold)
Staff of Charming
Rare
Staff
Yes
5 000 Gold
12 000 Gold
0 lbs

Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Staff of Fire Very Rare Staff Yes 50 000 Gold (16 000 Gold)
Staff of Fire
Very Rare
Staff
Yes
50 000 Gold
16 000 Gold
0 lbs

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

You have resistance to fire damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

Staff of Frost Very Rare Staff Yes 50 000 Gold (26 000 Gold)
Staff of Frost
Very Rare
Staff
Yes
50 000 Gold
26 000 Gold
0 lbs

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Staff of Healing Rare Staff Yes 5 000 Gold (13 000 Gold)
Staff of Healing
Rare
Staff
Yes
5 000 Gold
13 000 Gold
0 lbs

Staff, rare (requires attunement by a bard, cleric, or druid)

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Staff of Power Very Rare Staff Yes 50 000 Gold (95 000 Gold)
Staff of Power
Very Rare
Staff
Yes
50 000 Gold
95 000 Gold
0 lbs

Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

***Power Strike.*** When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

***Spells.*** While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

| Distance from Origin | Damage |

|---|---|

| 10 ft. away or closer | 8 × the number of charges in the staff |

| 11 to 20 ft. away | 6 × the number of charges in the staff |

| 21 to 30 ft. away | 4 × the number of charges in the staff |

Staff of Striking Very Rare Staff Yes 50 000 Gold (21 000 Gold)
Staff of Striking
Very Rare
Staff
Yes
50 000 Gold
21 000 Gold
0 lbs

Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Staff of Swarming Insects Very Rare Staff Yes 50 000 Gold (16 000 Gold)
Staff of Swarming Insects
Very Rare
Staff
Yes
50 000 Gold
16 000 Gold
0 lbs

Staff, very rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).

***Insect Cloud.*** While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

Staff of the Magi Legendary Staff Yes 100 000 Gold (95 500 Gold)
Staff of the Magi
Legendary
Staff
Yes
100 000 Gold
95 500 Gold
0 lbs

Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

***Spell Absorption.*** While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).

***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.

***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

| Distance from Origin | Damage |

|---|---|

| 10 ft. away or closer | 8 × the number of charges in the staff |

| 11 to 20 ft. away | 6 × the number of charges in the staff |

| 21 to 30 ft. away | 4 × the number of charges in the staff |

Staff of the Python Very Rare Staff Yes 50 000 Gold (2 000 Gold)
Staff of the Python
Very Rare
Staff
Yes
50 000 Gold
2 000 Gold
0 lbs

Staff, very rare (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Staff of the Woodlands Rare Staff Yes 5 000 Gold (44 000 Gold)
Staff of the Woodlands
Rare
Staff
Yes
5 000 Gold
44 000 Gold
0 lbs

Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

***Spells.*** You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Staff of Thunder and Lightning Very Rare Staff Yes 50 000 Gold (10 000 Gold)
Staff of Thunder and Lightning
Very Rare
Staff
Yes
50 000 Gold
10 000 Gold
0 lbs

Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

***Lightning.*** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

***Thunder.*** When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

***Lightning Strike.*** You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

***Thunderclap.*** You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

***Thunder and Lightning.*** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

Staff of Withering Rare Staff Yes 5 000 Gold (3 000 Gold)
Staff of Withering
Rare
Staff
Yes
5 000 Gold
3 000 Gold
0 lbs

Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Stone of Controlling Earth Elementals Rare Wondrous Items Yes 5 000 Gold (8 000 Gold)
Stone of Controlling Earth Elementals
Rare
Wondrous Items
Yes
5 000 Gold
8 000 Gold
0 lbs

Wondrous item, rare

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.

Stone of Good Luck (Luckstone) Uncommon Wondrous Items Yes 500 Gold (4 200 Gold)
Stone of Good Luck (Luckstone)
Uncommon
Wondrous Items
Yes
500 Gold
4 200 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

String (10 feet) Common Adventuring Gear No 0 (0)
String (10 feet)
Common
Adventuring Gear
No
0
0
0 lbs

A 10-foot length of string, typically found in a burglar's pack.

Studded Leather Armor Common Armor (Light) No 45 Gold (45 Gold)
Studded Leather Armor
Common
Armor (Light)
No
45 Gold
45 Gold
130 lbs

Sun Blade Rare Weapon Yes 5 000 Gold (12 000 Gold)
Sun Blade
Rare
Weapon
Yes
5 000 Gold
12 000 Gold
0 lbs

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.


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